casual is laaaaaame
Is MP Shoryuken the only meterless frame-1 invincible move in this game?
Oh yeah, you right, you right. Forgot about them two chumps.
Early predictions on Guile based on trailer/gameplay walkthrough:
He looks like fun. Hard to say how strong he’ll be right now, but despite Flash Kick not having strike invulnerability (on all versions, or does EX still have strike invul?), I don’t think that’s a kiss of death for his defense at all. As long as he has good anti-air normals (mostly c.HP, possibly situational df+HK) to pick up the slack and cut off jumping over his LP Sonic Booms, his neutral game should be strong as ever. How Guile controls air space with a Sonic Boom cutting off the ground is far more important than Flash Kick being strong – case in point, CvS2 Guile, who achieved upper-mid tier quite convincingly despite Flash Kick being complete garbage (not invulnerable, slow startup). It looks like they’re trying to repurpose Flash Kick as combo filler (both ground and juggle) in this game – stuff like c.MP > c.MP > Flash Kick or df+HK > Flash Kick, for example.
His mobility looks okay. His dashes are obviously slower than Nash, but don’t look too terrible. Guile’s probably not gonna need/want to do a lot of forward dashes after throws/knockdowns anyway given the nature of his V-Skill and Sonic Boom. His walk speed is still surprisingly good, looks to be the same as SF4 Guile, who walked at a pretty decent clip for a dude with a ground game that strong. His jump is a little slow and floaty, but given that he’ll probably rule the ground as usual, he probably shouldn’t have a very good jump for offense.
His normals look decent but maybe not quite as good as they were in SF4 (mostly thinking of startup speed here). The most notable change to his normals is probably his new s.HP, which can’t be performed with back charge because backfist can now be done with b+HP. It looks minus on block but is almost certainly VT-cancellable and special-cancellable. The latter property LOOKS like it makes no sense given that the move requires you to abandon both back and down charge, but given the stuff you can do with Alex if you’re good at preserving charge (e.g. charge down, s.MP > headbutt or stomp), I’d imagine Guile might have some of the same stuff.
His V-Skill definitely looks strong, but setting it up without taking a risk at neutral may require some fairly advantageous knockdowns. Crush Counter sweep is the most obvious one (even with the whiffed 2nd hit, Guile may recover in time to safely plant V-Skill and block/avoid wakeup moves), but Flash Kick will almost certainly recover too slowly to guarantee a safe V-Skill plant. His throws will probably be advantageous on quick getup, but not to the point where he could plant V-Skill for free. The other thing to consider is that while his V-Skill has an attack hitbox, I don’t think it has a million active frames like Tandem Top does. So if you plant it well before the opponent wakes up, they’re not gonna have to wake up and then block the “node” itself – you’ll have to fire a Sonic Boom through it to get Charge Stun Edge, and that’s probably vulnerable to wakeup moves if you do it right on top of them. Seems okay at neutral, though, so long as you get to fire the Boom without being whiff punished.
One potential avenue for safer V-Skill deployment might be his new target combos to knockdown. It looks like he has two that knockdown (chain to backfist and chain to knockdown sobat), and since they knock back, they should at least allow him to plant a V-Skill at a safe distance and be able to block/avoid anything the opponent tries after quickrise. So the fireball shot through it isn’t guaranteed, but at least planting the “node” should be.
He looks like fun and I definitely want to try him. I play a very reactive/zoney Bison, so I figure a lot of that may transfer very evenly to Guile. And even if he doesn’t have an invulnerable Flash Kick to late anti-air/wake up with, that’s not really a downgrade for me coming from Bison, who shares the same weakness with a weaker walk speed and…looks like roughly the same neutral anti-air? Bison’s c.HP is REALLY good against anything that doesn’t cross up, hope Guile’s uppercut is just as good or better in the same situations. I still love Bison, though. Wouldn’t throw him away for anything. And this game’s execution req’s are so low that I can afford to cultivate a half-dozen alts without losing out on lab time.
ex fk does indeed have strike invul
That’s not bad at all, then. Meter comes fast and furious in this game. Guile should build plenty of meter to fuel EX Flash Kick if he just keeps his meterless AA & ground control on point.
One thing I don’t quite understand (only watched the 1st few min of the Winner Stays On playtest) is how his V-Trigger works. My ignorant assumption is that he still needs to build charge for Sonic Booms, but can throw multiple Booms off a single charge rekka-style a la Charlie’s Sonic Break? Looks like he can definitely stagger the timing with which he throws them. Or maybe in V-Trigger he gains chargeless Sonic Booms if you cancel into them from normals a la Bison V-Trigger? Looks like a pretty good V-Trigger regardless. Wonder if his V-Skill powers them up?
I am trying to play SFV a little bit. I have only ever really played SFII on the SNES against my brother. I thought I knew how to play fighting games a little bit but some research suggests I have no clue.
I have been going through these exercises:
They are helpful. I canceled a move into a super i was very proud of myself.
Pretty much the same situation for me as well. I played Street fighter II as a kid with my brother but then he grew out of games and I didn’t have anyone else to play with.
I haven’t played any fighting games since then, but decided to give Street Fighter V a chance out of curiosity and it has turned out to be the most fulfilling game experience I’ve had in recent memory.
The amount of skill and practice needed to play competently is mind boggling but I’m having a fun time learning a new visual language. I also think fighting games are interesting because they remind me of gifted athletes in traditional sports; the top players all have some sort of god-given genetic code that makes them better than the rest. I read somewhere that Luffy had only been playing a few years before his win at EVO.
I feel like this game is conspiring against me. anytime I break a long losing streak – and I have a long losing streak every single time I play for more than ten minutes – the game just wants to fuck me. usually the first win will be against a rage quitter. then maybe I’ll get a lag abuser from China even though I never set matchmaking below 4 bars. if all else fails, the second I win a match I’m going to get a steady stream of opponents with 2000 lp more than me, because once I have demonstrated the ability to occasionally win a coin flip match against the 400th straight Ryu with the exact same play style, this clearly means I’m ready to play the 4000lp Necali who just walks forward and beats every button I hit in every situation.
one day I will get silver, if only for a second. to do this, I need to do one thing, and one thing only: learn how to tech a throw more than 5% of the time. this will, unfortunately, never happen.
I dunno, getting thrown a lot seems to be a big part of sfv, I’m not sure if it’s just you. There’s a good tutorial on late throw teching in the exercises Infernarl linked to that might be helpful? V-reversal is also a good option for just getting the opponent off your back without having to deal with their mixups.
Since getting into silver I’ve noticed the spike in skill level, so I’ve just been playing a lot of casual matches to try and improve without worrying about points. It’s been nice!
I’ve been very bad at throw teching for as long as throw teching has been a thing that existed.
I should give the boring-ass lab tech setups a try though, yeah
I’ve joined the league of other trigger poppers. Find me under Ar-One. Having some trouble going through Ryu’s challenges around 7 that want you to cancel a SRK into a super. I keep ending up with a super when I try to do the SRK part.
Can you turn on input display in Trial mode? It’s likely you’re accidentally doing 236236P trying to go from the previous attack to the Shoryuken quickly; be careful to go back to neutral between “steps” of this combo, and to end the SRK at 3.
The most annoying thing about the trials is there isn’t a quick reset button so you have to sit there and burn your V-Trigger to start the combo over.
L3 is the quick reset I believe.
Kinda wish I could remap it to the select/options button. I’m using a horifight pad that doesn’t have analog sticks on it but it does have a switch that repurposes the L1/L2 buttons as L3/R3.
Crawled outta rookie league two times now. I really hope they consider upping fight money earned on rank matches because it would be nothing but endless grinding trying to afford a new character if you already burned through the fight money you earned from story, challenges, survival. Are those able to be repeated for more fight money? Or do you earn more fight money as your rank increases?
Taking it easy with Ryu right now. Light and Medium buttons feel so stubby to what I’m used to. s.MK is about his best spacing button but you can’t get anything off of it so I end up avoiding it. Kinda starting to feel why some people call it frame trap fighter. There’s a lot of emphasis on punishing someone for pressing buttons. I’ll probably go claw at some point since his MP is about as close to a GG Slash button as you can get in SF. Just feels weird being a motion character instead of a charge character now.
General question for the Street Fighter purists: Where does SFV currently rank for you? This is my first Street Fighter game, and while I am having fun with the game, SF4 looks like it plays a couple notches faster and has much better art.
I get the sense the Street Fighter community is still feeling out this game, and that’s it’s still too early to pass judgement. Also, as an outsider I can see that other fighting games have much, much better presentation and tutorial modes. It kinda seems like the only thing going for SFV is its superior fighting system, and the rest is kinda meh. Of course, the fighting system is the most important thing, but it’s pretty apparent that Arc is catching up in that regard while having top notch art and presentation as well.
Personally? From a competitive standpoint, I love this Street Fighter most of all. Not just for the lower execution requirements across all characters, but also with how daring they were willing to be with mechanically redesigning old ones. If you had told me a week before they revealed Nash how they’d change Charlie, I woulda laughed at you. Doubly so for Birdie.
And on top of all that, the character balance up to this point in the game has been remarkably close together. Even in the top 8 of the cream-of-the-crop tournaments, you still see a staggering amount of character diversity.
I love how high-risk high-reward this game is. Missed attacks, baited DPs, all have real risk of big damage attached to them. And I love how chip can no longer kill, except on supers – so long as you can block, 99% of the time, there is hope to come back.
I also have to marvel at how incredibly well the startup, recovery, damage, frame advantage, and special properties on moves in this game are so expertly designed both to integrate with the new link buffer (effectively making all 1f links feel as easy as 3f links were in SF4), and also to give every single move some sort of useful application. I can’t think of a character that has a “useless” normal or special in Street Fighter 5.
The art style is not a huge improvement from SF4 IMO. The stages are nice, some of the character models look decent, but they really seem to drop the ball on characters with more sophisticated/long-ish hairstyles. Ken and Alex in particular, their hair looks like complete butt. Part of that is the unsophisticated/low poly count, but they’re not really helped by the awful highlighter yellow Capcom keeps picking for their hairstyles. Bleh. There are elements of Street Fighter’s visual design I like, but too often in recent games their color theory seems to be “is it possible to jack saturation above 255?”
And obviously the bare-bones nature of the UI/game modes is a cause for legitimate negative criticism. The main thing this game has going for it besides the versus experience – and to be honest, I weigh that experience very heavily; a game that’s fun to play face-to-face with other people can really redeem its other shortcomings in my view – is its training mode.
SF5’s “lab” is not quite as sophisticated as Skullgirls’ training mode, but for the kind of game Street Fighter 5 is, holy shit, you have damn near everything you need to learn about the game. You can record guard reversal actions to empirically, accurately test frame advantage on block without the aid of a (skilled) second player. You can record wakeup actions to test safe jumps, option selects, or just plain old baiting so you can work on your Crush Counter combos. More than ever before, you can crunch your own numbers on frame advantage and setups without relying on the aid of another player or even outside information.
This is all in very stark contrast to SF4, an even more research-intensive game (if you wanted to play at high level) with a pathetically crude training mode compared to its contemporaries. The addition of being able to save the game state in USF4 compensated somewhat, but so much labwork in SF4 to learn safe jump timing, OS, etc. required either the aid of another player or being able to balance the muscle memory of learning the setup/OS timing against the muscle memory of, uh…going through the menu to toggle dummy settings while they were still knocked down. SF5’s lab is so much better than the SF4 lab it isn’t even funny. Just having multiple dummy record slots with random playback (for a remarkably accurate simulation of bad “flowchart” players to build a basic neutral game) is a gigantic leap forward.
I love to play this game, and it eats at me that it struggles so much with its production schedule and PR. i would really hate to see this game tank for daring to be so experimental in a mostly good way.
way below st
i just pause and hit restart. takes about a second.